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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "shaderGen/customShaderFeature.h"
- #ifdef TORQUE_D3D11
- #include "shaderGen/HLSL/customFeatureHLSL.h"
- #endif
- #ifdef TORQUE_OPENGL
- #include "shaderGen/GLSL/customFeatureGLSL.h"
- #endif
- #include "math/mathIO.h"
- #include "scene/sceneRenderState.h"
- #include "core/stream/bitStream.h"
- #include "materials/sceneData.h"
- #include "gfx/gfxDebugEvent.h"
- #include "gfx/gfxTransformSaver.h"
- #include "renderInstance/renderPassManager.h"
- IMPLEMENT_CONOBJECT(CustomShaderFeatureData);
- ConsoleDocClass(CustomShaderFeatureData,
- "@brief A Shader Feature with custom definitions.\n\n"
- "This class allows for the creation and implementation of a ShaderGen ShaderFeature "
- "Implemented either engine side or script, and facilitates passing along of per-instance "
- "ShaderData. "
- "@ingroup Examples\n");
- //-----------------------------------------------------------------------------
- // Object setup and teardown
- //-----------------------------------------------------------------------------
- CustomShaderFeatureData::CustomShaderFeatureData()
- {
- #ifdef TORQUE_D3D11
- mFeatureHLSL = nullptr;
- #endif
- #ifdef TORQUE_OPENGL
- mFeatureGLSL = nullptr;
- #endif
- }
- CustomShaderFeatureData::~CustomShaderFeatureData()
- {
- }
- //-----------------------------------------------------------------------------
- // Object Editing
- //-----------------------------------------------------------------------------
- void CustomShaderFeatureData::initPersistFields()
- {
- // SceneObject already handles exposing the transform
- Parent::initPersistFields();
- }
- bool CustomShaderFeatureData::onAdd()
- {
- if (!Parent::onAdd())
- return false;
- #ifdef TORQUE_D3D11
- if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
- {
- mFeatureHLSL = new CustomFeatureHLSL();
- mFeatureHLSL->mOwner = this;
- }
- #endif
- #ifdef TORQUE_OPENGL
- if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
- {
- mFeatureGLSL = new CustomFeatureGLSL();
- mFeatureGLSL->mOwner = this;
- }
- #endif
- return true;
- }
- void CustomShaderFeatureData::onRemove()
- {
- Parent::onRemove();
- }
- //Shadergen setup functions
- void CustomShaderFeatureData::addVariable(String name, String type, String defaultValue)
- {
- #ifdef TORQUE_D3D11
- if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
- mFeatureHLSL->addVariable(name, type, defaultValue);
- #endif
- #ifdef TORQUE_OPENGL
- if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
- mFeatureGLSL->addVariable(name, type, defaultValue);
- #endif
- }
- void CustomShaderFeatureData::addUniform(String name, String type, String defaultValue, U32 arraySize)
- {
- #ifdef TORQUE_D3D11
- if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
- mFeatureHLSL->addUniform(name, type, defaultValue, arraySize);
- #endif
- #ifdef TORQUE_OPENGL
- if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
- mFeatureGLSL->addUniform(name, type, defaultValue, arraySize);
- #endif
- }
- void CustomShaderFeatureData::addSampler(String name, String type, U32 arraySize)
- {
- #ifdef TORQUE_D3D11
- if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
- mFeatureHLSL->addSampler(name, type, arraySize);
- #endif
- #ifdef TORQUE_OPENGL
- if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
- mFeatureGLSL->addSampler(name, type, arraySize);
- #endif
- }
- void CustomShaderFeatureData::addTexture(String name, String type, String samplerState, U32 arraySize)
- {
- #ifdef TORQUE_D3D11
- if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
- mFeatureHLSL->addTexture(name, type, samplerState, arraySize);
- #endif
- #ifdef TORQUE_OPENGL
- if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
- mFeatureGLSL->addTexture(name, type, samplerState, arraySize);
- #endif
- }
- void CustomShaderFeatureData::addConnector(String name, String type, String elementName)
- {
- #ifdef TORQUE_D3D11
- if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
- mFeatureHLSL->addConnector(name, type, elementName);
- #endif
- #ifdef TORQUE_OPENGL
- if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
- mFeatureGLSL->addConnector(name, type, elementName);
- #endif
- }
- void CustomShaderFeatureData::addVertTexCoord(String name)
- {
- #ifdef TORQUE_D3D11
- if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
- mFeatureHLSL->addVertTexCoord(name);
- #endif
- #ifdef TORQUE_OPENGL
- if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
- mFeatureGLSL->addVertTexCoord(name);
- #endif
- }
- bool CustomShaderFeatureData::hasFeature(String name)
- {
- #ifdef TORQUE_D3D11
- if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
- return mFeatureHLSL->hasFeature(name);
- #endif
- #ifdef TORQUE_OPENGL
- if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
- return mFeatureGLSL->hasFeature(name);
- #endif
- return false;
- }
- void CustomShaderFeatureData::writeLine(String format, S32 argc, ConsoleValue* argv)
- {
- #ifdef TORQUE_D3D11
- if (GFX->getAdapterType() == GFXAdapterType::Direct3D11)
- mFeatureHLSL->writeLine(format, argc, argv);
- #endif
- #ifdef TORQUE_OPENGL
- if (GFX->getAdapterType() == GFXAdapterType::OpenGL)
- mFeatureGLSL->writeLine(format, argc, argv);
- #endif
- }
- DefineEngineMethod(CustomShaderFeatureData, addVariable, void, (String name, String type, String defaultValue), ("", "", ""), "")
- {
- object->addVariable(name, type, defaultValue);
- }
- DefineEngineMethod(CustomShaderFeatureData, addUniform, void, (String name, String type, String defaultValue, U32 arraySize), ("", "", "", 0), "")
- {
- object->addUniform(name, type, defaultValue, arraySize);
- }
- DefineEngineMethod(CustomShaderFeatureData, addSampler, void, (String name, U32 arraySize), ("", 0), "")
- {
- object->addSampler(name, "", arraySize);
- }
- DefineEngineMethod(CustomShaderFeatureData, addTexture, void, (String name, String type, String samplerState, U32 arraySize), ("", "", 0), "")
- {
- object->addTexture(name, type, samplerState, arraySize);
- }
- DefineEngineMethod(CustomShaderFeatureData, addConnector, void, (String name, String type, String elementName), ("", "", ""), "")
- {
- object->addConnector(name, type, elementName);
- }
- DefineEngineMethod(CustomShaderFeatureData, addVertTexCoord, void, (String name), (""), "")
- {
- object->addVertTexCoord(name);
- }
- DefineEngineStringlyVariadicMethod(CustomShaderFeatureData, writeLine, void, 3, 0, "( string format, string args... ) Dynamically call a method on an object.\n"
- "@param method Name of method to call.\n"
- "@param args Zero or more arguments for the method.\n"
- "@return The result of the method call.")
- {
- object->writeLine(argv[2].getString(), argc - 3, argv + 3);
- }
- DefineEngineMethod(CustomShaderFeatureData, hasFeature, bool, (String name), (""), "")
- {
- return object->hasFeature(name);
- }
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